/*************************************************************************** * Copyright (C) 2008 by Max-Wilhelm Bruker * * brukie@laptop * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ #include "server.h" #include "servergame.h" #include "serversocket.h" #include ServerGame::ServerGame(ServerSocket *_creator, int _gameId, const QString &_description, const QString &_password, int _maxPlayers, QObject *parent) : QObject(parent), creator(_creator), gameStarted(false), gameId(_gameId), description(_description), password(_password), maxPlayers(_maxPlayers) { } ServerGame::~ServerGame() { emit gameClosing(); qDebug("ServerGame destructor"); } QString ServerGame::getGameListLine() const { if (players.isEmpty()) return QString("list_games|%1|||0|%2|").arg(gameId).arg(maxPlayers); else return QString("list_games|%1|%2|%3|%4|%5|%6").arg(gameId) .arg(description) .arg(password.isEmpty() ? 0 : 1) .arg(players.size()) .arg(maxPlayers) .arg(creator->getPlayerName()); } QStringList ServerGame::getPlayerNames() const { QStringList result; QListIterator i(players); while (i.hasNext()) { ServerSocket *tmp = i.next(); result << QString("%1|%2").arg(tmp->getPlayerId()).arg(tmp->getPlayerName()); } return result; } ServerSocket *ServerGame::getPlayer(int player_id) { QListIterator i(players); while (i.hasNext()) { ServerSocket *tmp = i.next(); if (tmp->getPlayerId() == player_id) return tmp; } return NULL; } void ServerGame::msg(const QString &s) { QListIterator i(players); while (i.hasNext()) i.next()->msg(s); } void ServerGame::broadcastEvent(const QString &cmd, ServerSocket *player) { if (player) msg(QString("public|%1|%2|%3").arg(player->getPlayerId()).arg(player->getPlayerName()).arg(cmd)); else msg(QString("public|||%1").arg(cmd)); } void ServerGame::startGameIfReady() { if (players.size() < maxPlayers) return; for (int i = 0; i < players.size(); i++) if (players.at(i)->getStatus() != StatusReadyStart) return; QSqlQuery query; query.prepare("insert into games (id, descr, password, time_started) values(:id, :descr, :password, now())"); query.bindValue(":id", gameId); query.bindValue(":descr", description); query.bindValue(":password", !password.isEmpty()); query.exec(); for (int i = 0; i < players.size(); i++) { query.prepare("insert into games_players (id_game, player) values(:id, :player)"); query.bindValue(":id", gameId); query.bindValue(":player", players.at(i)->getPlayerName()); query.exec(); } for (int i = 0; i < players.size(); i++) players.at(i)->setupZones(); gameStarted = true; broadcastEvent("game_start", NULL); setActivePlayer(0); } void ServerGame::addPlayer(ServerSocket *player) { int max = -1; QListIterator i(players); while (i.hasNext()) { int tmp = i.next()->getPlayerId(); if (tmp > max) max = tmp; } player->setPlayerId(max + 1); player->setGame(this); player->msg(QString("private|||player_id|%1|%2").arg(max + 1).arg(player->getPlayerName())); broadcastEvent("join", player); players << player; connect(player, SIGNAL(broadcastEvent(const QString &, ServerSocket *)), this, SLOT(broadcastEvent(const QString &, ServerSocket *))); } void ServerGame::removePlayer(ServerSocket *player) { players.removeAt(players.indexOf(player)); broadcastEvent("leave", player); if (!players.size()) deleteLater(); if (!gameStarted) qobject_cast(parent())->broadcastGameListUpdate(this); } void ServerGame::setActivePlayer(int _activePlayer) { activePlayer = _activePlayer; broadcastEvent(QString("set_active_player|%1").arg(_activePlayer), NULL); setActivePhase(0); } void ServerGame::setActivePhase(int _activePhase) { activePhase = _activePhase; broadcastEvent(QString("set_active_phase|%1").arg(_activePhase), NULL); }